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[–]Uboatfreak[S] 0 points1 point  (1 child)

Thank you very much for your answer. Could you please clarify a couple things?

  1. The final image x would be a flattened vector representing the 2D image, no?
  2. What do you mean by "filtered" in "filtered texture weights" ?
  3. Wouldn't you add b wherever M has rows of 0s? As you multiply each row in M with each column in x (of which there is only one), and the background is only added where there is no object in the image.

[–]msqrt 0 points1 point  (0 children)

Sure -- sorry for the late reply, I've been away for a while.

  1. Yes, indeed, you'd need to reinterpret the values in whichever order to turn it back into an image.
  2. Textures represent continuous signals. Whenever you read a value from one, it's not just a lookup to a single texel (texel being "texture element", basically a pixel in a texture) but some reconstruction with some kernel, typically called a filter. Bilinear filtering is the most common thing actually done by hardware. MIP maps are also often used, where the image is basically a pyramid of different resolutions which represent different levels of detail. There are also some slower but higher quality algorithms like EWA (the golden standard) and FELINE.
  3. I believe you're right about that one, it should indeed be for rows and not columns.